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# Hurry Curry! - a game about cooking
# Copyright (C) 2025 Hurry Curry! contributors
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as published by
# the Free Software Foundation, version 3 of the License only.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <https://www.gnu.org/licenses/>.
#
extends Node
enum EventType {
KEYBOARD,
JOYPAD,
TOUCH,
OTHER
}
var default_input_map = {}
var input_map: Dictionary
func _init():
default_input_map = get_input_map()
input_map = default_input_map.duplicate(true)
func get_input_map() -> Dictionary:
var actions = InputMap.get_actions().filter(func isBuiltIn(k: String): return !k.begins_with("ui_"))
var kb = {}
for a in actions:
var input_events: Array[InputEvent] = InputMap.action_get_events(a).duplicate(true)
kb[a] = input_events
return kb
func get_events(action_name: String) -> Array:
if not input_map.has(action_name):
push_error("Tried to get action %s in input map which does not exist" % action_name)
return []
return input_map[action_name]
func settings(extra) -> Array: # Array[GameSetting]
var entries := []
for k in input_map.keys(): entries.append(InputSetting.new(k))
entries.append_array(extra)
return entries
func change_input_map_action(action_name: String, events: Array, save: bool = true):
if !InputMap.has_action(action_name):
push_error("Action %s does not exist" % action_name, false)
return
# Erase previous keybindings
InputMap.action_erase_events(action_name)
# Add new keybindings
for e in events:
InputMap.action_add_event(action_name, e)
if save:
# Update input map dictionary
input_map = get_input_map()
# Save settings
Settings.write("input_map", input_map.duplicate(true))
func apply_input_map(new_input_map: Dictionary):
# Load into input map dictionary
for k in new_input_map.keys():
input_map[k] = []
for a in new_input_map[k]:
input_map[k].append(a)
# Apply keybindings
for k in input_map.keys():
change_input_map_action(k, input_map[k], false)
func reset_input_map():
Settings.write("input_map", default_input_map.duplicate())
apply_input_map(Settings.read("input_map"))
func get_event_type(input_event: InputEvent) -> EventType:
if input_event is InputEventKey or input_event is InputEventMouseButton:
return EventType.KEYBOARD
elif input_event is InputEventJoypadButton or input_event is InputEventJoypadMotion:
return EventType.JOYPAD
elif input_event is InputEventScreenTouch or input_event is InputEventScreenDrag:
return EventType.TOUCH
return EventType.OTHER
func display_input_event(input_event: InputEvent) -> String:
if input_event is InputEventKey:
var key_name = OS.get_keycode_string(input_event.physical_keycode if input_event.physical_keycode != 0 else input_event.keycode)
return tr("c.settings.input.keyboard").format([key_name])
elif input_event is InputEventMouseButton:
return tr("c.settings.input.mouse_button").format([input_event.button_index])
elif input_event is InputEventJoypadButton:
return tr("c.settings.input.joypad").format([input_event.button_index])
elif input_event is InputEventJoypadMotion:
return tr("c.settings.input.joypad_axis").format([input_event.axis])
else:
return tr("c.settings.input.other_event")
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